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Space Crusade Unit Cards Version 1.0 The following pages contain information boards which can be used with the basic Space Crusade rules. They can enhance your Space Crusade game or be used with the Space Crusade rules to play a simplified and fast pace Warhammer 40k type game. These cards are meant to be glued to foam-board and cut out for easy use. The idea and design for these cards were originally presented on the BricoLudo Website at http://languedeserpent.free.fr. The following cards are obviously a blatant copy of both the idea and design of BricoLudo’s original Consoles, but with some refinements, additions and translation into English.

Space Crusade Unit Cards Version 1 - Zen Seekerzenseeker.net/.../ZenRules/ZenSpaceCrusadeUnitCards.pdfSpace Crusade Unit Cards Version 1.0 The following pages contain information boards

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Page 1: Space Crusade Unit Cards Version 1 - Zen Seekerzenseeker.net/.../ZenRules/ZenSpaceCrusadeUnitCards.pdfSpace Crusade Unit Cards Version 1.0 The following pages contain information boards

Space Crusade Unit Cards

Version 1.0 The following pages contain information boards which can be used with the basic Space Crusade rules. They can enhance your Space Crusade game or be used with the Space Crusade rules to play a simplified and fast pace Warhammer 40k type game. These cards are meant to be glued to foam-board and cut out for easy use. The idea and design for these cards were originally presented on the BricoLudo Website at http://languedeserpent.free.fr. The following cards are obviously a blatant copy of both the idea and design of BricoLudo’s original Consoles, but with some refinements, additions and translation into English.

Page 2: Space Crusade Unit Cards Version 1 - Zen Seekerzenseeker.net/.../ZenRules/ZenSpaceCrusadeUnitCards.pdfSpace Crusade Unit Cards Version 1.0 The following pages contain information boards

Space Marines

Commander

Standard Weapon

Heavy Weapons

Extra Heavy Weapons

Rank Victory Points

Combat Effectiveness Table

100 Impressive. The Command Staff would like to give you the means to achieve further exploits for the glory of the Empire. You earn 4 Honor Badges.

60-99 Perfect. You have cold blood on the field of operation. Your superiors appreciate your efficiency. You earn 3 Honor Badges.

30-59 Honorable. You have clearly demonstrated your ability in battle. Your superiors encourage you to demonstrate your potential. You earn 2 Honor Badges.

10-29 Acceptable. You performed well, but we must do better to be noticed in the hierarchy. You earn 1 Honor Badge.

0-9 Failure. Your squad has been reassigned and replaced with fresh troops. You lose all your veteran soldiers. You have been demoted to Sargent and lose all Honor Badges.

Squad Eliminated

Young recruits from the academy are assigned to your unit. You start the next mission with a rookie Sergeant rank without Honor Badges.

Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a single promotion.

Sergeant Commander and 4 Space Marines 1 Heavy Weapon 1 Order Card

Lieutenant Primus

Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards

Lieutenant Senioris

Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards

Captain Primus

Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards

Captain Senioris

Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards

Honor Badges Equipment Cards

None Four

One Five

Two Six

Three Seven

Four or More Eight

Blips

Losses Honor Badges

Power Glove & Power Sword

Power Axe and Bolt Pistol

Heavy Bolter

Bolter

Assault Cannon

Missile Launcher

Plasma Gun

Fusion Gun Conversion Beam Las-Cannon Tarantula

Throw separately for each miniature in line of fire

Explodes with contact with wall

Concentrated Fire

Concentrated Fire

Firing (Three Shots)

Firing (Three Shots)

Value 10 Armor 2 Movement 6

Value 10 Armor 2 Movement 4

Value 10 Armor 2 (Tarantula 6)Movement 4 (Tarantula 6)

Life Points 6

Value 5Armor 2 Movement 6

Hand to Hand

All Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Firing Firing

Firing Firing Firing

Firing Firing

Firing

Total number rolled may be split between any visible targets.

Anything in target square will receive total number of both dice. Any miniature in adjacent square will receive number on highest roll.

Fires straight line horizontal, vertical or diagonal. Anything in line of fire receives attack from both die.

Arc of Fire

Armor Rating: 6

-1 -1

-1

-1 -1

-2 -3 -4 -5 -6

-1

Page 3: Space Crusade Unit Cards Version 1 - Zen Seekerzenseeker.net/.../ZenRules/ZenSpaceCrusadeUnitCards.pdfSpace Crusade Unit Cards Version 1.0 The following pages contain information boards

Terminator Marines

Commander

Standard Weapon

Librarian Heavy Weapons

Rank Victory Points

Using Terminator Armor

A Space Marine player can choose to equip his squad with Terminator armor instead of taking four equipment cards. A Terminator squad has one Commander, three Terminators and one Terminator with a heavy weapon. The Commander always has a storm bolter and a power sword. The Terminators may carry a storm bolter and power fist, a pair of lightning claws, or a thunder hammer and storm shield. The Terminator with the heavy weapon has a power fist and may carry a heavy flamer or an assault cannon. You must choose which weapons each miniature will carry at the start of the game.

Sergeant Commander and 4 Space Marines 1 Heavy Weapon 1 Order Card

Lieutenant Primus

Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards

Lieutenant Senioris

Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards

Captain Primus

Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards

Captain Senioris

Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards

Honor Badges Equipment Cards

None Four

One Five

Two Six

Three Seven

Four or More Eight

Blips

Losses Honor Badges

Power Sword & Storm Bolter

Bolter

Thunder Hammer & Storm Shield

Lighting Claws Storm Bolter & Power Fist

Assault Cannon & Power Fist

Heavy Flamer & Power Fist

Force Axe & Storm Bolter

Total number rolled may be split between any visible targets.

Similar to Missile Launcher, but everything in blast radius receives full damage.

Firing

Value 15 Armor 3 Movement 4

Value 15 Armor 3 Movement 4

Value 15 Armor 3 Movement 4

Life Points 6

Hand to Hand

Hand to Hand Hand

to Hand Hand to

Hand

Hand to Hand

Hand to Hand Hand

to Hand

Firing Firing

Firing

Shield Armor Increase

Firing

Thunder Hammer can self-destruct. This instantly kills the marine and damages everything surrounding it

Value 15Armor 3 Movement 4

Page 4: Space Crusade Unit Cards Version 1 - Zen Seekerzenseeker.net/.../ZenRules/ZenSpaceCrusadeUnitCards.pdfSpace Crusade Unit Cards Version 1.0 The following pages contain information boards

Space Marine Scouts

Commander

Standard Weapons

Heavy Weapons

Rank Victory Points

Using Scout Marines

Space Marine Scouts are very agile and can try to dive out of the way of ranged attack. The only exception is the Scout carrying the heavy bolter, who is too weighted down by the weapon to be able to dodge. You can choose to dive prone after the Alien player has said that he will make a ranged attack but before the dice are rolled. Only the Space Marine Scouts that are being attacked are allowed to dive prone. Move the Space Marine Scout up to one square and place him on his side in the square to show that he is flat on the floor. This may mean the opponent can’t attack, as he can’t see the Space Marine Scout in the new square. If this is so, the attack is wasted and cannot be used to attack another target. While on his side the Space Marine Scout can’t move and is not allowed to dive prone again. He rolls one less dice in hand-to-hand combat. However, his armor value goes up to 2 and he is much more difficult to hit. You may choose to stand a Space Marine Scout up when you next move him. A Space Marine Scout that has to stand up may only move 6 squares instead of his normal move of 8 squares.

Sergeant Commander and 4 Space Marines 1 Heavy Weapon 1 Order Card

Lieutenant Primus

Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards

Lieutenant Senioris

Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards

Captain Primus

Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards

Captain Senioris

Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards

Honor Badges Equipment Cards

None Four

One Five

Two Six

Three Seven

Four or More Eight

Blips

Losses Honor Badges

Bolt Pistol & Chainsword

Bolt Pistol & Combat Knife

Heavy Bolter & Combat Knife

Hellfire Shell requires one turn to reload. Target square receives full damage. Adjacent squares receive damage from the highest roll.

Value 10 Armor 1 Movement 8

Value 5Armor 1 Movement 8

Value 10 Armor 1 Movement 6

Life Points 6

Hand to Hand

Hand to Hand

Firing

Hand to Hand

Firing

Firing - Max range 12

Firing - Max range 12

Page 5: Space Crusade Unit Cards Version 1 - Zen Seekerzenseeker.net/.../ZenRules/ZenSpaceCrusadeUnitCards.pdfSpace Crusade Unit Cards Version 1.0 The following pages contain information boards

Ultramarines

Commander

Standard Weapon

Heavy Weapons

Extra Heavy Weapons

Rank Victory Points

Combat Effectiveness Table

100 Impressive. The Command Staff would like to give you the means to achieve further exploits for the glory of the Empire. You earn 4 Honor Badges.

60-99 Perfect. You have cold blood on the field of operation. Your superiors appreciate your efficiency. You earn 3 Honor Badges.

30-59 Honorable. You have clearly demonstrated your ability in battle. Your superiors encourage you to demonstrate your potential. You earn 2 Honor Badges.

10-29 Acceptable. You performed well, but we must do better to be noticed in the hierarchy. You earn 1 Honor Badge.

0-9 Failure. Your squad has been reassigned and replaced with fresh troops. You lose all your veteran soldiers. You have been demoted to Sargent and lose all Honor Badges.

Squad Eliminated

Young recruits from the academy are assigned to your unit. You start the next mission with a rookie Sergeant rank without Honor Badges.

Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a single promotion.

Sergeant Commander and 4 Space Marines 1 Heavy Weapon 1 Order Card 4 Equipment Cards

Lieutenant Primus

Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards 5 Equipment Cards

Lieutenant Senioris

Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards 6 Equipment Cards

Captain Primus

Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 7 Equipment Cards

Captain Senioris

Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards 8 Equipment Cards

Blips

Losses Honor Badges

Power Glove & Power Sword

Power Axe and Bolt Pistol

Heavy Bolter

Bolter

Assault Cannon

Missile Launcher

Plasma Gun

Fusion Gun Conversion Beam Las-Cannon Tarantula

Throw separately for each miniature in line of fire

Explodes with contact with wall

Concentrated Fire

Concentrated Fire

Firing (Three Shots)

Firing (Three Shots)

Value 10 Armor 2 Movement 6

Value 10 Armor 2 Movement 4

Value 10 Armor 2 (Tarantula 6)Movement 4 (Tarantula 6)

Life Points 6

Value 5Armor 2 Movement 6

Hand to Hand

All Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Firing Firing

Firing Firing Firing

Firing Firing

Firing

Total number rolled may be split between any visible targets.

Anything in target square will receive total number of both dice. Any miniature in adjacent square will receive number on highest roll.

Fires straight line horizontal, vertical or diagonal. Anything in line of fire receives attack from both die.

Arc of Fire

Armor Rating: 6

-1 -1

-1

-1 -1

-2 -3 -4 -5 -6

-1

Page 6: Space Crusade Unit Cards Version 1 - Zen Seekerzenseeker.net/.../ZenRules/ZenSpaceCrusadeUnitCards.pdfSpace Crusade Unit Cards Version 1.0 The following pages contain information boards

Terminator Marines

Commander

Standard Weapon

Librarian Heavy Weapons

Rank Victory Points

Using Terminator Armor

A Space Marine player can choose to equip his squad with Terminator armor instead of taking four equipment cards. A Terminator squad has one Commander, three Terminators and one Terminator with a heavy weapon. The Commander always has a storm bolter and a power sword. The Terminators may carry a storm bolter and power fist, a pair of lightning claws, or a thunder hammer and storm shield. The Terminator with the heavy weapon has a power fist and may carry a heavy flamer or an assault cannon. You must choose which weapons each miniature will carry at the start of the game.

Sergeant Commander and 4 Space Marines 1 Heavy Weapon 1 Order Card 4 Equipment Cards

Lieutenant Primus

Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards 5 Equipment Cards

Lieutenant Senioris

Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards 6 Equipment Cards

Captain Primus

Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 7 Equipment Cards

Captain Senioris

Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards 8 Equipment Cards

Blips

Losses Honor Badges

Power Sword & Storm Bolter

Bolter

Thunder Hammer & Storm Shield

Lighting Claws Storm Bolter & Power Fist

Assault Cannon & Power Fist

Heavy Flamer & Power Fist

Force Axe & Storm Bolter

Total number rolled may be split between any visible targets.

Similar to Missile Launcher, but everything in blast radius receives full damage.

Firing

Value 15 Armor 3 Movement 4

Value 15 Armor 3 Movement 4

Value 15 Armor 3 Movement 4

Life Points 6

Hand to Hand

Hand to Hand Hand

to Hand Hand to

Hand

Hand to Hand

Hand to Hand Hand

to Hand

Firing Firing

Firing

Shield Armor Increase

Firing

Thunder Hammer can self-destruct. This instantly kills the marine and damages everything surrounding it

Value 15Armor 3 Movement 4

Page 7: Space Crusade Unit Cards Version 1 - Zen Seekerzenseeker.net/.../ZenRules/ZenSpaceCrusadeUnitCards.pdfSpace Crusade Unit Cards Version 1.0 The following pages contain information boards

Space Marine Scouts

Commander

Standard Weapons

Heavy Weapons

Rank Victory Points

Using Scout Marines

Space Marine Scouts are very agile and can try to dive out of the way of ranged attack. The only exception is the Scout carrying the heavy bolter, who is too weighted down by the weapon to be able to dodge. You can choose to dive prone after the Alien player has said that he will make a ranged attack but before the dice are rolled. Only the Space Marine Scouts that are being attacked are allowed to dive prone. Move the Space Marine Scout up to one square and place him on his side in the square to show that he is flat on the floor. This may mean the opponent can’t attack, as he can’t see the Space Marine Scout in the new square. If this is so, the attack is wasted and cannot be used to attack another target. While on his side the Space Marine Scout can’t move and is not allowed to dive prone again. He rolls one less dice in hand-to-hand combat. However, his armor value goes up to 2 and he is much more difficult to hit. You may choose to stand a Space Marine Scout up when you next move him. A Space Marine Scout that has to stand up may only move 6 squares instead of his normal move of 8 squares.

Sergeant Commander and 4 Space Marines 1 Heavy Weapon 1 Order Card 4 Equipment Cards

Lieutenant Primus

Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards 5 Equipment Cards

Lieutenant Senioris

Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards 6 Equipment Cards

Captain Primus

Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 7 Equipment Cards

Captain Senioris

Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards 8 Equipment Cards

Blips

Losses Honor Badges

Bolt Pistol & Chainsword

Bolt Pistol & Combat Knife

Heavy Bolter & Combat Knife

Hellfire Shell requires one turn to reload. Target square receives full damage. Adjacent squares receive damage from the highest roll.

Value 10 Armor 1 Movement 8

Value 5Armor 1 Movement 8

Value 10 Armor 1 Movement 6

Life Points 6

Hand to Hand

Hand to Hand

Firing

Hand to Hand

Firing

Firing - Max range 12

Firing - Max range 12

Page 8: Space Crusade Unit Cards Version 1 - Zen Seekerzenseeker.net/.../ZenRules/ZenSpaceCrusadeUnitCards.pdfSpace Crusade Unit Cards Version 1.0 The following pages contain information boards

Blood Angles

Commander

Standard Weapon

Heavy Weapons

Extra Heavy Weapons

Rank Victory Points

Combat Effectiveness Table

100 Impressive. The Command Staff would like to give you the means to achieve further exploits for the glory of the Empire. You earn 4 Honor Badges.

60-99 Perfect. You have cold blood on the field of operation. Your superiors appreciate your efficiency. You earn 3 Honor Badges.

30-59 Honorable. You have clearly demonstrated your ability in battle. Your superiors encourage you to demonstrate your potential. You earn 2 Honor Badges.

10-29 Acceptable. You performed well, but we must do better to be noticed in the hierarchy. You earn 1 Honor Badge.

0-9 Failure. Your squad has been reassigned and replaced with fresh troops. You lose all your veteran soldiers. You have been demoted to Sargent and lose all Honor Badges.

Squad Eliminated

Young recruits from the academy are assigned to your unit. You start the next mission with a rookie Sergeant rank without Honor Badges.

Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a single promotion.

Sergeant Commander and 4 Space Marines 1 Heavy Weapon 2 Order Card 3 Equipment Cards

Lieutenant Primus

Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards 4 Equipment Cards

Lieutenant Senioris

Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards 5 Equipment Cards

Captain Primus

Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 6 Equipment Cards

Captain Senioris

Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards 7 Equipment Cards

Blips

Losses Honor Badges

Power Glove & Power Sword

Power Axe and Bolt Pistol

Heavy Bolter

Bolter

Assault Cannon

Missile Launcher

Plasma Gun

Fusion Gun Conversion Beam Las-Cannon Tarantula

Throw separately for each miniature in line of fire

Explodes with contact with wall

Concentrated Fire

Concentrated Fire

Firing (Three Shots)

Firing (Three Shots)

Value 10 Armor 2 Movement 6

Value 10 Armor 2 Movement 4

Value 10 Armor 2 (Tarantula 6)Movement 4 (Tarantula 6)

Life Points 6

Value 5Armor 2 Movement 6

Hand to Hand

All Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Firing Firing

Firing Firing Firing

Firing Firing

Firing

Total number rolled may be split between any visible targets.

Anything in target square will receive total number of both dice. Any miniature in adjacent square will receive number on highest roll.

Fires straight line horizontal, vertical or diagonal. Anything in line of fire receives attack from both die.

Arc of Fire

Armor Rating: 6

-1 -1

-1

-1 -1

-2 -3 -4 -5 -6

-1

Page 9: Space Crusade Unit Cards Version 1 - Zen Seekerzenseeker.net/.../ZenRules/ZenSpaceCrusadeUnitCards.pdfSpace Crusade Unit Cards Version 1.0 The following pages contain information boards

Terminator Marines

Commander

Standard Weapon

Librarian Heavy Weapons

Rank Victory Points

Using Terminator Armor

A Space Marine player can choose to equip his squad with Terminator armor instead of taking four equipment cards. A Terminator squad has one Commander, three Terminators and one Terminator with a heavy weapon. The Commander always has a storm bolter and a power sword. The Terminators may carry a storm bolter and power fist, a pair of lightning claws, or a thunder hammer and storm shield. The Terminator with the heavy weapon has a power fist and may carry a heavy flamer or an assault cannon. You must choose which weapons each miniature will carry at the start of the game.

Sergeant Commander and 4 Space Marines 1 Heavy Weapon 2 Order Card 3 Equipment Cards

Lieutenant Primus

Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards 4 Equipment Cards

Lieutenant Senioris

Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards 5 Equipment Cards

Captain Primus

Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 6 Equipment Cards

Captain Senioris

Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards 7 Equipment Cards

Blips

Losses Honor Badges

Power Sword & Storm Bolter

Bolter

Thunder Hammer & Storm Shield

Lighting Claws Storm Bolter & Power Fist

Assault Cannon & Power Fist

Heavy Flamer & Power Fist

Force Axe & Storm Bolter

Total number rolled may be split between any visible targets.

Similar to Missile Launcher, but everything in blast radius receives full damage.

Firing

Value 15 Armor 3 Movement 4

Value 15 Armor 3 Movement 4

Value 15 Armor 3 Movement 4

Life Points 6

Hand to Hand

Hand to Hand Hand

to Hand Hand to

Hand

Hand to Hand

Hand to Hand Hand

to Hand

Firing Firing

Firing

Shield Armor Increase

Firing

Thunder Hammer can self-destruct. This instantly kills the marine and damages everything surrounding it

Value 15Armor 3 Movement 4

Page 10: Space Crusade Unit Cards Version 1 - Zen Seekerzenseeker.net/.../ZenRules/ZenSpaceCrusadeUnitCards.pdfSpace Crusade Unit Cards Version 1.0 The following pages contain information boards

Space Marine Scouts

Commander

Standard Weapons

Heavy Weapons

Rank Victory Points

Using Scout Marines

Space Marine Scouts are very agile and can try to dive out of the way of ranged attack. The only exception is the Scout carrying the heavy bolter, who is too weighted down by the weapon to be able to dodge. You can choose to dive prone after the Alien player has said that he will make a ranged attack but before the dice are rolled. Only the Space Marine Scouts that are being attacked are allowed to dive prone. Move the Space Marine Scout up to one square and place him on his side in the square to show that he is flat on the floor. This may mean the opponent can’t attack, as he can’t see the Space Marine Scout in the new square. If this is so, the attack is wasted and cannot be used to attack another target. While on his side the Space Marine Scout can’t move and is not allowed to dive prone again. He rolls one less dice in hand-to-hand combat. However, his armor value goes up to 2 and he is much more difficult to hit. You may choose to stand a Space Marine Scout up when you next move him. A Space Marine Scout that has to stand up may only move 6 squares instead of his normal move of 8 squares.

Sergeant Commander and 4 Space Marines 1 Heavy Weapon 2 Order Card 3 Equipment Cards

Lieutenant Primus

Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards 4 Equipment Cards

Lieutenant Senioris

Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards 5 Equipment Cards

Captain Primus

Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 6 Equipment Cards

Captain Senioris

Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards 7 Equipment Cards

Blips

Losses Honor Badges

Bolt Pistol & Chainsword

Bolt Pistol & Combat Knife

Heavy Bolter & Combat Knife

Hellfire Shell requires one turn to reload. Target square receives full damage. Adjacent squares receive damage from the highest roll.

Value 10 Armor 1 Movement 8

Value 5Armor 1 Movement 8

Value 10 Armor 1 Movement 6

Life Points 6

Hand to Hand

Hand to Hand

Firing

Hand to Hand

Firing

Firing - Max range 12

Firing - Max range 12

Page 11: Space Crusade Unit Cards Version 1 - Zen Seekerzenseeker.net/.../ZenRules/ZenSpaceCrusadeUnitCards.pdfSpace Crusade Unit Cards Version 1.0 The following pages contain information boards

Imperial Fists

Commander

Standard Weapon

Heavy Weapons

Extra Heavy Weapons

Rank Victory Points

Combat Effectiveness Table

100 Impressive. The Command Staff would like to give you the means to achieve further exploits for the glory of the Empire. You earn 4 Honor Badges.

60-99 Perfect. You have cold blood on the field of operation. Your superiors appreciate your efficiency. You earn 3 Honor Badges.

30-59 Honorable. You have clearly demonstrated your ability in battle. Your superiors encourage you to demonstrate your potential. You earn 2 Honor Badges.

10-29 Acceptable. You performed well, but we must do better to be noticed in the hierarchy. You earn 1 Honor Badge.

0-9 Failure. Your squad has been reassigned and replaced with fresh troops. You lose all your veteran soldiers. You have been demoted to Sargent and lose all Honor Badges.

Squad Eliminated

Young recruits from the academy are assigned to your unit. You start the next mission with a rookie Sergeant rank without Honor Badges.

Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a single promotion.

Sergeant Commander and 4 Space Marines 2 Heavy Weapon 2 Order Card 2 Equipment Cards

Lieutenant Primus

Commander and 4 Space Marines 3 Heavy Weapon 2 Order Cards 3 Equipment Cards

Lieutenant Senioris

Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 4 Equipment Cards

Captain Primus

Commander and 5 Space Marines 3 Heavy + 2 Extra Heavy Weapon 3 Order Cards 5 Equipment Cards

Captain Senioris

Commander and 6 Space Marines 3 Heavy + 3 Extra Heavy Weapon 4 Order Cards 6 Equipment Cards

Blips

Losses Honor Badges

Power Glove & Power Sword

Power Axe and Bolt Pistol

Heavy Bolter

Bolter

Assault Cannon

Missile Launcher

Plasma Gun

Fusion Gun Conversion Beam Las-Cannon Tarantula

Throw separately for each miniature in line of fire

Explodes with contact with wall

Concentrated Fire

Concentrated Fire

Firing (Three Shots)

Firing (Three Shots)

Value 10 Armor 2 Movement 6

Value 10 Armor 2 Movement 4

Value 10 Armor 2 (Tarantula 6)Movement 4 (Tarantula 6)

Life Points 6

Value 5Armor 2 Movement 6

Hand to Hand

All Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Firing Firing

Firing Firing Firing

Firing Firing

Firing

Total number rolled may be split between any visible targets.

Anything in target square will receive total number of both dice. Any miniature in adjacent square will receive number on highest roll.

Fires straight line horizontal, vertical or diagonal. Anything in line of fire receives attack from both die.

Arc of Fire

Armor Rating: 6

-1 -1

-1

-1 -1

-2 -3 -4 -5 -6

-1

Page 12: Space Crusade Unit Cards Version 1 - Zen Seekerzenseeker.net/.../ZenRules/ZenSpaceCrusadeUnitCards.pdfSpace Crusade Unit Cards Version 1.0 The following pages contain information boards

Terminator Marines

Commander

Standard Weapon

Librarian Heavy Weapons

Rank Victory Points

Using Terminator Armor

A Space Marine player can choose to equip his squad with Terminator armor instead of taking four equipment cards. A Terminator squad has one Commander, three Terminators and one Terminator with a heavy weapon. The Commander always has a storm bolter and a power sword. The Terminators may carry a storm bolter and power fist, a pair of lightning claws, or a thunder hammer and storm shield. The Terminator with the heavy weapon has a power fist and may carry a heavy flamer or an assault cannon. You must choose which weapons each miniature will carry at the start of the game.

Sergeant Commander and 4 Space Marines 2 Heavy Weapon 2 Order Card 2 Equipment Cards

Lieutenant Primus

Commander and 4 Space Marines 3 Heavy Weapon 2 Order Cards 3 Equipment Cards

Lieutenant Senioris

Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 4 Equipment Cards

Captain Primus

Commander and 5 Space Marines 3 Heavy + 2 Extra Heavy Weapon 3 Order Cards 5 Equipment Cards

Captain Senioris

Commander and 6 Space Marines 3 Heavy + 3 Extra Heavy Weapon 4 Order Cards 6 Equipment Cards

Blips

Losses Honor Badges

Power Sword & Storm Bolter

Bolter

Thunder Hammer & Storm Shield

Lighting Claws Storm Bolter & Power Fist

Assault Cannon & Power Fist

Heavy Flamer & Power Fist

Force Axe & Storm Bolter

Total number rolled may be split between any visible targets.

Similar to Missile Launcher, but everything in blast radius receives full damage.

Firing

Value 15 Armor 3 Movement 4

Value 15 Armor 3 Movement 4

Value 15 Armor 3 Movement 4

Life Points 6

Hand to Hand

Hand to Hand Hand

to Hand Hand to

Hand

Hand to Hand

Hand to Hand Hand

to Hand

Firing Firing

Firing

Shield Armor Increase

Firing

Thunder Hammer can self-destruct. This instantly kills the marine and damages everything surrounding it

Value 15Armor 3 Movement 4

Page 13: Space Crusade Unit Cards Version 1 - Zen Seekerzenseeker.net/.../ZenRules/ZenSpaceCrusadeUnitCards.pdfSpace Crusade Unit Cards Version 1.0 The following pages contain information boards

Space Marine Scouts

Commander

Standard Weapons

Heavy Weapons

Rank Victory Points

Using Scout Marines

Space Marine Scouts are very agile and can try to dive out of the way of ranged attack. The only exception is the Scout carrying the heavy bolter, who is too weighted down by the weapon to be able to dodge. You can choose to dive prone after the Alien player has said that he will make a ranged attack but before the dice are rolled. Only the Space Marine Scouts that are being attacked are allowed to dive prone. Move the Space Marine Scout up to one square and place him on his side in the square to show that he is flat on the floor. This may mean the opponent can’t attack, as he can’t see the Space Marine Scout in the new square. If this is so, the attack is wasted and cannot be used to attack another target. While on his side the Space Marine Scout can’t move and is not allowed to dive prone again. He rolls one less dice in hand-to-hand combat. However, his armor value goes up to 2 and he is much more difficult to hit. You may choose to stand a Space Marine Scout up when you next move him. A Space Marine Scout that has to stand up may only move 6 squares instead of his normal move of 8 squares. .

Sergeant Commander and 4 Space Marines 2 Heavy Weapon 2 Order Card 2 Equipment Cards

Lieutenant Primus

Commander and 4 Space Marines 3 Heavy Weapon 2 Order Cards 3 Equipment Cards

Lieutenant Senioris

Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 4 Equipment Cards

Captain Primus

Commander and 5 Space Marines 3 Heavy + 2 Extra Heavy Weapon 3 Order Cards 5 Equipment Cards

Captain Senioris

Commander and 6 Space Marines 3 Heavy + 3 Extra Heavy Weapon 4 Order Cards 6 Equipment Cards

Blips

Losses Honor Badges

Bolt Pistol & Chainsword

Bolt Pistol & Combat Knife

Heavy Bolter & Combat Knife

Hellfire Shell requires one turn to reload. Target square receives full damage. Adjacent squares receive damage from the highest roll.

Value 10 Armor 1 Movement 8

Value 5Armor 1 Movement 8

Value 10 Armor 1 Movement 6

Life Points 6

Hand to Hand

Hand to Hand

Firing

Hand to Hand

Firing

Firing - Max range 12

Firing - Max range 12

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Eldar

Exarch

Standard Weapon

Heavy Weapons

Rank Victory Points

Combat Effectiveness Table

105 Your victory is that of the Eldar race as a whole. Your praises are sung throughout the galaxy. You gain 3 levels of recognition.

61-104 A momentous victory for the Eldar race. You gain 2 levels of recognition.

41-60 An impressive performance – the soul gems sing your praises. You gain one level of recognition.

26-40 A brave performance but you have not impressed your ancestors. You must do better on your next mission.

0-25 You have disappointed your ancestors and disgraced yourself. You must abandon the Path of the Warrior and commit yourself to a less demanding Path. In your next game you must start off with a new Avenger Exarch.

Squad Eliminated

You start the next mission with new squad and Avenger Exarch.

This table is designed for a 10 Warrior Squad. A 5 Warrior Squad gets an additional 10 points when using this table. Recognition of an Avatar results in that Exarch progressing to a new path and leaving the squad. Your squad’s Exarch will be replaced with a new Avenger Exarch for the next mission.

Avenger Exarch and 4 Eldar Warriors 2 Heavy Weapons Max 4 Equipment Cards 5 Exarch Cards 1 Order Card

Executioner Exarch and 4 Eldar Warriors 3 Heavy Weapons Max 4 Equipment Cards 6 Exarch Cards 1 Order Card

Dark Stalker Exarch and 4 Eldar Warriors 4 Heavy Weapons Max 5 Equipment Cards 6 Exarch Cards 2 Order Card

Nemesis Exarch and 4 Eldar Warriors 5 Heavy Weapons Max 5 Equipment Cards 7 Exarch Cards 2 Order Card

Avatar Exarch and 4 Eldar Warriors 6 Heavy Weapons Max 6 Equipment Cards 7 Exarch Cards 3 Order Card

Blips

Losses Honor Badges

Shuriken Pistol & Force Sword

Shuriken Catapult

Missile Launcher Shuriken Cannon Las-Cannon Firing (Two Shots)

Value 10 Armor 2 Movement 7

Value 5Armor 2 Movement 7

Value 10 Armor 2 Movement 3

Life Points 1 + Exarch Cards

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Firing may be mixed before, in middle and/or after movement

Firing

Firing

May fire twice in one turn

Shots may not be separated by movement. Everything in Line Of Site in the 4 square area receives same damage.

Hand to Hand

Anything in target square will receive total number of both dice. Any miniature in adjacent square will receive number on highest roll.

Firing (Three Shots)

Firing may be mixed before, in middle and/or after movement

Discard one card for each point of damage incurred

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Orks

Ork Nob

Ork Boyz

Ork Heavy Weapons

Ork Types Victory Points

Warboss - leader of an Ork warband or tribe

Oddboyz - born with programmed DNA. Mekboyz: Ork mechanics and inventors Painboyz: Ork surgeons and doctors Weirdboys: Highly psychic Orks Runtherds: Slave-masters of Gretchin/Snotlings

Nobz - ruling class of the Ork race Mega Nobz: Nobz wearing Mega Armor Flash Gitz: equipped with exotic ranged weapons Cyborks: extensively surgically altered by Painboy Nob Bikerz: Nobz who ride into battle on Warbikes

Boyz - common form of Ork Boyz: the "standard" Orks 'Ard Boyz: heavily-armored Ork Boyz Kommandoz: work behind enemy lines Burna Boyz: has preference for flame weapons Tankbustas: equipped to take out enemy vehicles Lootaz: scavenge equipment from the battlefield Stormboyz: equipped with Jump Packs Biker Boyz: Speed-loving Orks riding Warbikes

Blips

Losses Wins

Power Klaw & Chain-Choppa Slugga &

Power Choppa

Plasma Pistol

Shoota Grot Blasta

Kustom Mega-Blasta

Full Damage to all units in target area

Value 10 Armor 2 Movement 6

Value 3Armor 1Movement 6

Value 6Armor 1Movement 4

Life Points 6

Hand to Hand

All Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Firing

Firing

Firing Firing

Firing Firing

Gretchen Value 2Armor 0Movement 8

Cannot Fire and Move in the same turn

Max range of 12 squares

Roll separately for each in line of fire

Anything in adjacent square will receive number on highest roll

Hand to Hand

Total number rolled may be split between any visible targets.

Firing Firing

Hand to Hand

Burna Rokkit Launcha Big Shoota

Hand to Hand

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Value 10 Armor 2 Movement 4

Hand to Hand

Gauss Flayer

Firing

Necron

Necron Warriors

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Value 10 Armor 3 Movement 8

Hand to Hand

Ripping Claws & Biting Teeth

Genestealers

Genestealers

Victory Points

Blips

Losses Wins

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Dreadnaughts

Dreadnaught

Standard Weapon

Heavy Weapons

Extra Heavy Weapons

Dreadnaught Types Victory Points

Blips

Losses Wins

Mark VII Malevolent Class Value: 25 Armor: 4 Move: 4 Weapons: Bolter 2 Heavy/Extra-Heavy Weapons

Bolter Mounted on Body

Assault Cannon

Missile Launcher

Plasma Gun

Fusion Gun Conversion Beam Las-Cannon

Throw separately for each miniature in line of fire

Explodes with contact with wall

Concentrated Fire

Firing (Three Shots) Firing Firing

Firing Firing Firing

Firing

Total number rolled may be split between any visible targets.

Anything in target square will receive total number of both dice. Any miniature in adjacent square will receive number on highest roll.

Fires straight line horizontal, vertical or diagonal. Anything in line of fire receives attack from both die.

Mark VIII Marauder Class Value: 30 Armor: 4 Move: 6 Weapons: Bolter 2 Heavy/Extra-Heavy Weapons Mark IX Dominator Class Value: 40 Armor: 4 Move: 4 Weapons: Bolter 4 Heavy/Extra-Heavy Weapons Mark X Marauder Class Value: 50 Armor: 4 Move: 6 Weapons: Bolter 4 Heavy/Extra-Heavy Weapons

For each point of damage your Dreadnaught incurs beyond its armor value of 4, you lose a weapon. After all weapons have been damaged, any further damage will disable the Dreadnaught.

Dreadnaughts take up 4 spaces. They are able to duck and walk through doorways.

Hand to Hand

-1 -1

-1

-1 -1

-2 -3 -4 -5 -6

-1

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Chaos Space Marines

Commander

Standard Weapon

Heavy Weapons

Extra Heavy Weapons

Rank Victory Points

Combat Effectiveness Table

100 Impressive. The Command Staff would like to give you the means to achieve further exploits for the glory of the Empire. You earn 4 Honor Badges.

60-99 Perfect. You have cold blood on the field of operation. Your superiors appreciate your efficiency. You earn 3 Honor Badges.

30-59 Honorable. You have clearly demonstrated your ability in battle. Your superiors encourage you to demonstrate your potential. You earn 2 Honor Badges.

10-29 Acceptable. You performed well, but we must do better to be noticed in the hierarchy. You earn 1 Honor Badge.

0-9 Failure. Your squad has been reassigned and replaced with fresh troops. You lose all your veteran soldiers. You have been demoted to Sargent and lose all Honor Badges.

Squad Eliminated

Young recruits from the academy are assigned to your unit. You start the next mission with a rookie Sergeant rank without Honor Badges.

Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a single promotion.

Sergeant Commander and 4 Space Marines 1 Heavy Weapon 1 Order Card

Lieutenant Primus

Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards

Lieutenant Senioris

Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards

Captain Primus

Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards

Captain Senioris

Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards

Honor Badges Equipment Cards

None Four

One Five

Two Six

Three Seven

Four or More Eight

Blips

Losses Honor Badges

Power Glove & Power Sword

Power Axe and Bolt Pistol

Heavy Bolter

Bolter

Assault Cannon

Missile Launcher

Plasma Gun

Fusion Gun Conversion Beam Las-Cannon Tarantula

Throw separately for each miniature in line of fire

Explodes with contact with wall

Concentrated Fire

Concentrated Fire

Firing (Three Shots)

Firing (Three Shots)

Value 10 Armor 2 Movement 6

Value 10 Armor 2 Movement 4

Value 10 Armor 2 (Tarantula 6)Movement 4 (Tarantula 6)

Life Points 6

Value 5Armor 2 Movement 6

Hand to Hand

All Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Hand to Hand

Firing Firing

Firing Firing Firing

Firing Firing

Firing

Total number rolled may be split between any visible targets.

Anything in target square will receive total number of both dice. Any miniature in adjacent square will receive number on highest roll.

Fires straight line horizontal, vertical or diagonal. Anything in line of fire receives attack from both die.

Arc of Fire

Armor Rating: 6

-1 -1

-1

-1 -1

-2 -3 -4 -5 -6

-1

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